using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using BehaviorDesigner.Runtime;
using BehaviorDesigner.Runtime.Tasks;

public class FindLight : EnemyConditional
{
    public SharedBool findLight;
    private Find _find => GetComponent<Find>();

    public override TaskStatus OnUpdate()
    {
        return findLight.Value == _find.findLight ? TaskStatus.Success : TaskStatus.Failure;
    }
}
